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Framework for personalized and adaptive game-based training programs in health sport
6 references·5 citing·39 second hop
Framework for personalized and adaptive game-based training programs in health sport (2014)Framework for personalized and adaptive g…Serious games for health (2010)Serious games for healthGames for a better life (2009)Games for a better lifeExergame development using the dual flow model (2009)Exergame development using th…Playing for Real (2008)Playing for RealConsiderations for the design of exergames (2007)Considerations for the design…GameFlow (2005)GameFlowDesign and Evaluation of User-Centered Exergames for Patients With Multiple Sclerosis: Multilevel Usability and Feasibility Studies (2021)Design and Evaluation of User…Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health (2020)Multidisciplinary Iterative D…Lessons Learned from Gamifying Functional Fitness Training Through Human-Centered Design Methods in Older Adults (2019)Lessons Learned from Gamifyin…Hop.Skip.Jump.Games: The effect of “principled” exergameplay on children's locomotor skill acquisition (2019)Hop.Skip.Jump.Games: The effe…Adaptive exergames to support active aging: An action research study (2016)Adaptive exergames to support…The role of transportation in the persuasiveness of public narratives. (2000)The role of desires and anticipated emotions in goal‐directed behaviours: Broadening and deepening the theory of planned behaviour (2001)Games, Motivation, and Learning: A Research and Practice Model (2002)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Exploring the potential of computer and video games for health and physical education: A literature review (2009)Personalized and Adaptive Serious Games (2016)How Gamification Affects Physical Activity (2017)Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Beyond boredom and anxiety (1975)What makes things fun to learn? heuristics for designing instructional computer games (1980)Taxonomy of exertion games (2008)Movement-based sports video games: Investigating motivation and gaming experience (2009)Flow: the psychology of optimal experience (1990)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow: The Psychology of Optimal Experience (1991)Designing games with a purpose (2008)The benefits of playing video games. (2013)Society and the Adolescent Self-Image (1965)The Hawthorne effect: A reconsideration of the methodological artifact. (1984)UCLA Loneliness Scale (Version 3): Reliability, Validity, and Factor Structure (1996)Exergames For Elderly: Social exergames to persuade seniors to increase physical activity (2011)The Social Effects of Exergames on Older Adults: Systematic Review and Metric Analysis (2018)Interventions to reduce social isolation and loneliness during COVID-19 physical distancing measures: A rapid systematic review (2021)The Art of Game Design (2008)From game design elements to gamefulness (2011)Gamification in theory and action: A survey (2014)Constraints on the Development of Coordination (1986)Rules of Play: Game Design Fundamentals (2003)A Motivational Model of Video Game Engagement (2010)Effect of Active Video Games on Healthy Children’s Fundamental Motor Skills and Physical Fitness: A Systematic Review (2020)A Skill Acquisition Perspective on the Impact of Exergaming Technology on Foundational Movement Skill Development in Children 3–12 Years: A Systematic Review and Meta-analysis (2022)The art of game design: a book of lenses (2009)Motivational Determinants of Exergame Participation for Older People in Assisted Living Facilities: Mixed-Methods Study (2017)Measuring and defining the experience of immersion in games (2008)Qualitative Content Analysis: Theoretical Background and Procedures (2014)Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames (2014)HIIT With Hits (2019)Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming (2020)
this work references cited by second hop

References

  • 2005GameFlow2,122 cited
  • 2008Playing for Real998 cited
  • 2007Considerations for the design of exergames371 cited
  • 2010Serious games for health200 cited
  • 2009Games for a better life153 cited
  • 2009Exergame development using the dual flow model78 cited

Cited by

  • 2019Lessons Learned from Gamifying Functional Fitness Training Through Human-Centered Design Methods in Older Adults36 cited
  • 2021Design and Evaluation of User-Centered Exergames for Patients With Multiple Sclerosis: Multilevel Usability and Feasibility Studies36 cited
  • 2019Hop.Skip.Jump.Games: The effect of “principled” exergameplay on children's locomotor skill acquisition35 cited
  • 2020Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health31 cited
  • 2016Adaptive exergames to support active aging: An action research study18 cited

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